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How to create: New type of workbench or workplace


Semtex

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I try to create a new object type "workbench" - "workplace" and to add the "recipes".

But I do not know how to correctly create a new type of work - the object as an activator works well, I can use it, click, camera go into third person perspective, but do not receive any menu... Simple create an new work type "craftingScriptorium" thus not working.

If I use an existing crafting type, I got full crafting menu for this crafting type, with my new recipes.

"Recipes" connected to a different type of work also works correctly.

 

It has to be "Scriptorium" - scribe writing table, the purpose should be a "duplication" of books and documents. Paper is obtained from an torn books. The book should be created from normal scrolls of paper, leather and leather strips, for books on magic and magic scrolls is needed also an powder from charged soulgems (also produced in the tables).

A similar action already exists, but is working at the furnace, which seems illogical.

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So, if I understand correclty, you've got a writing table working but there's no menu for it, but the menu and your items do come from when you have them on another workplace.

 

How about duplicating one of the other workplace types instead of creating a new one? At least that way you might be able to retain the menu structure.

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My friend - Slart - help my with this problem. Key is in correct animation and new keywords, I think...

 

1) create new Keyword:

"CraftingScriptorium"; "isWritingChairBook"

 

2) create new animation for "writnig book"

Character -> animation -> Actors/character/behaviors/0_master.hkx -> ActionActivate -> ActivateRootChar

-> Chair -> new animation -> duplicate IdleWriteTableChair and rename it to "IdleWriteTableChairBook"

in condition change keyword isWritingChair to isWritingChairBook

rename IdleWriteTableChairEnterInstant to IdleWriteTableChairBookEnterInstant

rename IdleWriteTableChairEnterLeft to IdleWriteTableChairBookEnterLeft

rename IdleWriteTableChairEnterRight to IdleWriteTableChairBookEnterRight

rename IdleWriteTableChairExitLeft to IdleWriteTableChairBookExitLeft AND change AnimEvent to IdleChairLeftExit

rename IdleWriteTableChairExitRight to IdleWriteTableChairBookExitRight AND change AnimEvent to IdleChairRightExit

 

3) create new furniture (base)

model -> Furniture\Common\CommonChair01.nif - This furniture is only an "chair"

Interaction Keyword -> ActortypeNPC

Workbench Data -> Bench Type -> Create Object

Keyword: FurnitureForce3rdPerson; FurnitureSpecial; RaceToScale; isWritingChairBook; CraftingScriptorium

 

With Nifcope I create better looking furniture "chair and table" as one part

 

4) create new recipes

Workbench Keyword -> CraftingScriptorium

 

5) create new items for crafting or reuse existing...

 

Yes, this works...

Edited by Semtex
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Very interesting solution.

Would you mind if I include something similar in my mods, at some point?

 

 

I have been creating my own crafting station today as well, as a prototype for future mod, when I ran into the same problem.

 

I just want to give a slightly easier solution, if some people do not want new custom animations or simply want to use same model as the source station.

 

The trick is, you need the "is*******" keyword for your station.

For instance, if you want to create an enchanting table, with same model and animations, but unique recipes, you MUST include "isEnchanting" in your keywords.

 

For adding custom recipes, you must create a new keyword, lets say "GodCrafting" and add it to the list of keywords for the station.

Then, when creating a recipe, just select "GodCrafting" under the crafting station keywords.

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Slart's idea, of course, you can use.

 

I think that the new animation is not necessary - in my case the problem was that the figure get up from the chair, but was deep to the knees in the floor and immobile (probably a bug in the original animation).

 

I have created three models for "scriptorium" and two models for "woodwork workbench".

Woodwork workbench I create from armorer workbench in Nifscope. It is still not tested in this time.

 

I thing - New keyword "isXY" you need, if you need to create an new type of workbench.

Recipes are connected to workbench via "Workbench keyword" and "Workbench keyword" started with "CraftingXY" for example CraftingSmithingForge, CraftingSmelter, CraftingCookpot...

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